487 lines
20 KiB
C++
487 lines
20 KiB
C++
#include "pch.h"
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#include "app.h"
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#include "util.h"
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#include "shape.h"
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#ifdef _WIN32
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bool win32_vr_start();
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void win32_vr_stop();
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#endif
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bool trigger_down = false;
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cbuffer<glm::vec3> controller_points(10);
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glm::vec3 controller_last_point;
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const VRController* down_controller = nullptr;
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glm::vec2 controller_cursor;
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bool ui_inside = false;
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bool ui_capture = false;
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Sphere controller_ray;
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bool App::vr_start()
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{
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#ifdef _WIN32
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return win32_vr_start();
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#else
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return false;
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#endif
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}
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void App::vr_stop()
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{
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#ifdef _WIN32
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win32_vr_stop();
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#endif
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}
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void App::vr_draw_ui()
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{
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uirtt.bindFramebuffer();
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uirtt.clear();
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glViewport(0, 0, uirtt.getWidth(), uirtt.getHeight());
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glEnable(GL_SCISSOR_TEST);
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auto observer = std::bind(&App::update_ui_observer, this, std::placeholders::_1);
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for (int i = 1; i < layout[main_id]->m_children.size(); i++)
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layout[main_id]->m_children[i]->watch(observer);
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//msgbox->watch(observer);
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glDisable(GL_SCISSOR_TEST);
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uirtt.unbindFramebuffer();
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}
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void App::vr_update(float dt)
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{
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if (!vr_controllers_enabled)
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return;
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canvas->m_canvas->m_cam_fov = 60;
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float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
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glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
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glm::mat4 m = (
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov)
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);
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glm::mat4 mm = glm::inverse(m);
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auto o = glm::vec3(m * glm::vec4(0, 0, 0, 1));
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auto r = glm::normalize(glm::vec3(glm::vec4(1, 0, 0, 0) * mm));
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auto n = glm::normalize(glm::vec3(glm::vec4(0, 0, 1, 0) * mm));
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auto u = glm::normalize(glm::vec3(glm::vec4(0, 1, 0, 0) * mm));
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auto co = vr_controllers[0].get_pos();
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auto cd = glm::mat3(vr_controllers[0].m_mat) * glm::vec3(0, 0, -1);
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ui_inside = false;
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glm::vec3 hit;
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float t;
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if (ray_intersect(co, cd, o, n, r, hit, t))
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{
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glm::mat4 plane_camera = m;
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glm::vec4 plane_local = (mm * glm::vec4(hit, 1));
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if (glm::all(glm::lessThanEqual(glm::abs(xy(plane_local)), glm::vec2(1.0f))))
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{
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controller_cursor.x = -(-plane_local.x * 0.5f - 0.5f) * width;
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controller_cursor.y = (-plane_local.y * 0.5f + 0.5f) * height;
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if (!down_controller && ui_visible)
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{
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ui_task_async([this,p=controller_cursor] {
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mouse_move(p.x, p.y, 1.f, kEventSource::Mouse, false);
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});
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ui_inside = true;
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}
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}
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}
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if (down_controller)
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{
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glm::vec3 head_position = vr_head[3];
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glm::vec3 c_pos = glm::normalize(down_controller->get_pos() - head_position) * 800.f;
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controller_points.add(c_pos);
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auto p = controller_points.average();
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if (glm::distance(p, controller_last_point) > 1)
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{
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render_task_async([p, f=down_controller->get_trigger_value()]{
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Canvas::I->stroke_update(p, f);
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Canvas::I->stroke_draw();
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});
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controller_last_point = p;
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redraw = true;
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}
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}
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}
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void App::vr_analog(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 force)
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{
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if (!vr_controllers_enabled)
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return;
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if (b == VRController::kButton::Trigger)
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{
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if (!down_controller && (ui_inside || ui_capture) && ui_visible)
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{
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if (a == VRController::kAction::Press)
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{
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ui_task_async([this, p=controller_cursor] {
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mouse_down(0, p.x, p.y, 1.f, kEventSource::Mouse, false);
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});
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ui_capture = true;
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}
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else
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{
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ui_task_async([this, p=controller_cursor] {
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mouse_up(0, p.x, p.y, kEventSource::Mouse, false);
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});
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ui_capture = false;
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}
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}
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else
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{
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if (a == VRController::kAction::Press)
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{
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glm::vec3 head_position = vr_head[3];
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glm::vec3 c_pos = glm::normalize(c.get_pos() - head_position) * 800.f;
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render_task_async([=] {
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Canvas::I->stroke_start(c_pos, force.x);
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});
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controller_last_point = c_pos;
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controller_points.clear();
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down_controller = &c;
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}
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if (a == VRController::kAction::Release)
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{
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down_controller = nullptr;
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render_task_async([this] {
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Canvas::I->stroke_end();
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});
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}
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}
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}
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}
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void App::vr_digital(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 axis)
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{
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if (!vr_controllers_enabled)
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return;
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if ((b == VRController::kButton::A || b == VRController::kButton::Menu || b == VRController::kButton::Pad)
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&& a == VRController::kAction::Press)
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{
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if (glm::length(axis) < 0.5f)
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{
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if (!ui_visible)
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Canvas::I->m_cam_rot = vr_rot;
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ui_task_async([this] {
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toggle_ui();
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});
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}
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}
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}
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void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
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{
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//glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
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//glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
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//glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
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// glm::translate(m_canvas->m_cam_pos);
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// auto plane_mvp = proj * camera * transform *
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// glm::scale(glm::vec3(sz, 1));
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//glm::extractEulerAngleXYZ(camera, vr_rot.y, vr_rot.x, vr_rot.z);
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glm::vec3 origin = glm::vec3(0, 0, -1) * glm::transpose(glm::mat3(pose));
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vr_rot = glm::lookAt({ 0, 0, 0 }, origin, { 0, 1, 0 });
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auto blend = glIsEnabled(GL_BLEND);
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auto depth = glIsEnabled(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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glm::scale(glm::vec3(canvas->m_canvas->m_layers.size() * 20)) *
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canvas->m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (size_t i = 0; i < canvas->m_canvas->m_layers.size(); i++)
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{
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auto layer_index = i;
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!(canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) &&
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(!canvas->m_canvas->m_layers[layer_index]->m_visible ||
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canvas->m_canvas->m_layers[layer_index]->m_opacity == .0f ||
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!canvas->m_canvas->m_layers[layer_index]->face(plane_index)))
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continue;
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int z = (int)(canvas->m_canvas->m_layers.size() - i);
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(100.f)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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canvas->m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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if (canvas->m_canvas->m_current_mode == kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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{
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sampler.bind(0);
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sampler.bind(1);
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sampler.bind(2);
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.rtt(plane_index).bindTexture();
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m_face_plane.draw_fill();
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canvas->m_canvas->m_smask.rtt(plane_index).unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
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}
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else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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{
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const auto& b = canvas->m_canvas->m_current_stroke->m_brush;
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sampler.bind(0);
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sampler.bind(1);
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sampler.bind(2);
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sampler.bind(3);
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sampler_stencil.bind(4);
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.rtt(plane_index).bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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canvas->m_canvas->m_tmp_dual[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_dual_enabled)
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canvas->m_canvas->m_tmp_dual[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.rtt(plane_index).unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
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}
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else
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{
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sampler.bind(0);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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m_face_plane.draw_fill();
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
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}
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}
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}
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App::I->grid->draw_heightmap(proj, camera, false);
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float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
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glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
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// draw the frame
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if (ui_visible)
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{
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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m_face_plane.draw_stroke();
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}
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glDisable(GL_DEPTH_TEST);
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// draw the brush
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/*
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auto mode = dynamic_cast<CanvasModePen*>(canvas->m_canvas->modes[(int)canvas->m_canvas->m_current_mode][0]);
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if (ui_visible && ui_inside && mode)
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{
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auto pos = mode->m_resizing ? mode->m_size_pos_start : mode->m_cur_pos;
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if (keys[(int)kKey::KeyAlt] && !mode->m_resizing)
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pos.x = pos.x - canvas->m_canvas->m_current_brush->m_tip_size * 500;
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auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f;
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ShaderManager::use(kShader::StrokePreview);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
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ShaderManager::u_int(kShaderUniform::DrawOutline, false);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
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ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
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ShaderManager::u_mat4(kShaderUniform::MVP,
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proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
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tex.bind();
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sampler_linear.bind(0);
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m_face_plane.draw_fill();
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tex.unbind();
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}
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*/
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// draw the 2D UI
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if (ui_visible)
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{
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov);
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sampler_linear.bind(0);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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glActiveTexture(GL_TEXTURE0);
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uirtt.bindTexture();
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m_face_plane.draw_fill();
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uirtt.unbindTexture();
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}
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// draw the cursor
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if (ui_visible /*&& ui_inside*/)
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{
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auto cur = (glm::vec2(cursor.x / width * zoom, 1.f - cursor.y / height * zoom) - 0.5f) * 2.f;
|
|
auto mvp = proj * camera *
|
|
glm::scale(glm::vec3(100)) *
|
|
glm::transpose(canvas->m_canvas->m_cam_rot) *
|
|
glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1));
|
|
ShaderManager::use(kShader::Color);
|
|
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01)));
|
|
m_face_plane.draw_fill();
|
|
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 });
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005)));
|
|
m_face_plane.draw_fill();
|
|
}
|
|
|
|
|
|
// draw the motion controller sphere
|
|
if (vr_controllers_enabled && ui_visible && ui_inside)
|
|
{
|
|
auto mvp = proj * camera * vr_controllers[0].m_mat;
|
|
ShaderManager::use(kShader::Color);
|
|
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 1, 1 });
|
|
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.0125, .0125, .07)));
|
|
sphere.draw_fill();
|
|
}
|
|
|
|
|
|
// draw the motion controller brush
|
|
if (vr_controllers_enabled && (!ui_visible || !ui_inside))
|
|
{
|
|
glm::vec3 cpos = vr_controllers[0].get_pos() - xyz(pose[3]);
|
|
auto pos = glm::translate(glm::normalize(cpos) * 100.f);
|
|
ShaderManager::use(kShader::StrokePreview);
|
|
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
|
|
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
|
|
auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
|
|
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
|
|
ShaderManager::u_mat4(kShaderUniform::MVP,
|
|
proj * camera * pos *
|
|
glm::inverse(glm::lookAt({ 0, 0, 0 }, cpos, { 0, 1, 0 })) *
|
|
glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 100.f / height)) *
|
|
glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
|
|
);
|
|
glEnable(GL_BLEND);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
|
|
tex.bind();
|
|
sampler_linear.bind(0);
|
|
m_face_plane.draw_fill();
|
|
tex.unbind();
|
|
}
|
|
|
|
glm::mat4 ortho_proj(1);
|
|
|
|
/*
|
|
for (auto& mode : *canvas->m_canvas->m_mode)
|
|
mode->on_Draw(ortho_proj, proj, camera);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
if (canvas->m_canvas->m_smask_active)
|
|
{
|
|
canvas->m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
|
|
canvas->m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
|
|
}
|
|
|
|
// keep drawing the grids
|
|
if (canvas->m_canvas->m_current_mode != kCanvasMode::Grid)
|
|
for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
|
|
mode->on_Draw(ortho_proj, proj, camera);
|
|
*/
|
|
|
|
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
|
sampler.unbind();
|
|
}
|
|
|